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yeah now that I look at it.. it does look like a grab.. whats the C.HP grab?

she has two chain. the one used in the sai rec vid is: s.jab->s.strong->s.fierce -> down+fierce

the down+fierce grab ONLY occurs during her chain, and basically just tosses your opponent onto the ground. however for some reason you can still whiff the grab if you do the chain too slow(or too fast? i forget)

Sup Maj, it doesn't matter now because I don't use Guile very much anymore anyway, but I was getting abused really bad by Geese and Yamazaki. In particular, Geese's cross-up j.MK and Yamazaki's low jump MK. Chun was easy because my early d.HP beats every jump in she tries to do on top of or behind you, but Geese was stuffing me clean (and into death combo) every time. At least against Geese, I can abuse backfists, but Yamazaki was just a stupid hard match at times. I think I know what I was doing wrong now (not saving my RC for just anti-air and anti-low jump), but Yama was doing his low jump MK to get in on me whenever he wanted.

Sup Maj, it doesn't matter now because I don't use Guile very much anymore anyway, but I was getting abused really bad by Geese and Yamazaki. In particular, Geese's cross-up j.MK and Yamazaki's low jump MK. Chun was easy because my early d.HP beats every jump in she tries to do on top of or behind you, but Geese was stuffing me clean (and into death combo) every time. At least against Geese, I can abuse backfists, but Yamazaki was just a stupid hard match at times. I think I know what I was doing wrong now (not saving my RC for just anti-air and anti-low jump), but Yama was doing his low jump MK to get in on me whenever he wanted.

I'd still rather avoid strategy questions and leave them up to someone more up-to-date on the current state of competitive CvS2, because i haven't really been keeping up lately. But i guess this is an exception since it's an old debt.

I think backfists are good against jumpy Yamazaki players just to hit them on the way up. Just because they aren't free pokes like against Geese doesn't mean you shouldn't use them for their main purpose as jump prevention. HK Flash Kicks also beat all of Yamazaki's jump-ins clean, provided he doesn't airblock/parry/JD. For me it's really a patience game, because even tho Yama has the buttons to back Guile into the corner, Guile can do a lot to slow the process down. Not making any obvious mistakes, not rolling at him, not getting all trigger-happy with midrange Sonic Booms, not trying to poke with backfist or spamming hopkicks. The whole goal is to make Yamazaki work so hard to corner you, that by the time he does it, he gets antsy and starts getting predictable with the jumpins and block patterns to try to guard crush you. That way you don't have to worry so much about the anti-FK stuff like airblock.

Also, i think Guile's lvl3 is more scary in this match than Yamazaki's meter, because Guile isn't particularly scared of getting thrown. The big issue is avoiding guard crush, and Yamazaki's meter doesn't help him offensively in that regard. You can use the threat of the Sonic Hurricane to scare Yamazaki into pushing way less buttons than he normally would, which gives you more time to recover your guard meter and think of options to establish some distance or momentum. So meter building is another reason to take this fight slow.

People get the wrong impression about Guile. They think that Guile is a robotic character that just does his own thing and the opponent dies to it. That's only true against opponents who can't adapt. Playing Guile against someone who knows how to deal with that bullshit is a whole different game. If you wanna get good with him, you shouldn't be scared of having to consider your options mid-game to adapt them to your opponent's play style. I mean, there are a lot of situations where c.HP anti-air works really well. Don't ignore it entirely just because you only want to use 100% full-proof options. That's just plain lazy.

Finally, don't be afraid to attack Yamazaki. He has no scary defensive options (like Sonic Hurricane or CC) and he's a big character. He also has no way of dealing with Sonic Booms in the middle of block strings because he doesn't have any direct way of dealing with them (like Ryu's hurricane kick) or escaping them (like Ryu's air hurricane kick). You should be able to build like one level of meter off block strings every time you touch him. Also, just guess when he's gonna do s.HK or that whip thing and just go for a superjump j.LK crossup (maybe once a match - usually crossups should be reserved for after you score a knockdown). He doesn't have any last-second anti-air options for avoiding crossups like that.

You just gotta take chances in this fight. It's not that scary to me because Yamazaki doesn't do much damage unless you get supered or get hit by c.MK or c.LP at point blank range. Aside from guard crushing you, he really doesn't have too many ways of landing that thing. I mean, his walk speed sucks and his throws aren't as scary as Iori's or Todo's or Rock's command throws. Fuck it, just let him throw you but maintain your focus and figure out his patterns. Only try to interrupt his throws if you are at least 50% sure he's going to go for the throw based on his patterns (not simply based on the fact that he's close to you) and if you can make it fucking hurt. Don't try to stick out c.LP on reaction out of desperation when you have no combo opportunity (no charge or no meter) or when you know he's probably just trying to bait you into sticking out a button using fake throw threats. Yeah, so sometimes you'll guess wrong, but that's ok. It's better than depending on blind luck.

He also has no way of dealing with Sonic Booms in the middle of block strings because he doesn't have any direct way of dealing with them (like Ryu's hurricane kick) or escaping them (like Ryu's air hurricane kick).

Man I thought you never replied to my question concerning that cuz you were keeping it a secret or something. I guess this gives Guile players one less reason to play on auto-pilot...

Anyway, I also had a question about seemingly laggy hitboxes (like Ken's command roll), but I can't find where I typed it...you wouldn't happen to have my original PM?

do you believe I would take such a thing with me, and give it to a police man

I'd really like to 2nd the question on 'Who is a good R2 anchor in C besides Sagat?' All I ever see is Sagat, Blanka, Cammy, and Yamazaki as popular anchors in C. I use Ryu , but I've been thinking of changing to Bison forever, but then I may as well jump on the A-Groove bandwagon >.<

EDIT: Also I'd just like to throw out the suggestion to bring back the part of the 'Character Specific' forums that listed like the 10 most recent posts in any of the character threads. I realise this was taken down due to there being a bug where it just displayed stickies, was just wondering if you guys were able to fix it or anything? 'Cuase that really made it easier to see what topics were 'hot'.

What was one of the first scrub patterns you had to talk yourself out of doing? We've all fallen into dumb habits, and I was wondering what you did before you got so good.

Who would you hate losing to most: fobby AzN guy or a trash-talking black guy? Lets say both are scrubs and got lucky or something.

1) probably robotically attempting to regain momentum every time a match reset itself. for example, every time the match reset when i was using iori i used to always throw a jab fireball then run after it. people caught on and i ate jump in combos nonstop for like a month before i broke that habit.

2) umm... probably the trash talking black guy. if i lost to a fobby asian guy i wouldnt be able to understand his shit talk or bragging, so that smooths it over a bit.

chun can just duck under the last part and kick super him in the back. sagat can dp the level 3 hot foot for free, provided they're not K or P groove. n-sagat can do the backwards counter roll and get a free combo.

How do you fight Sagat, Vega, and Honda with Vice? I absolutely die to those three. Sagat zones me out like a mofo with s.lk and c.fp, and from midrange, I'm trying to get in with s.mk and ground sleeve.

Vega stuffs everything that I do and I just plain can't keep up with him. Honda, however, is just a bastard to begin with. I tend to have better success vs Rolento and Cammy than those three. I play N/K-Vice, and I'm wondering if there are any hints/strategies that I can employ to even out the ratio a bit.

I'm also wondering what you feel about P-Vice vs. K-Vice, especially in footsies situations vs Sagat and Vega. I feel that Sagat and Vega don't have much to fear in a ground war vs K-Vice, since so many of her moves are poor followups (by virtue of lack of range or lagginess) at the range where I'm jiggling footsies and JD-ing.

Besides, I like the concept. Parry into Uppercut-shoulder-ram-air sleeve madness, oh yeah.

everybody asking match-up questions is being way too vague, so i'm just gonna answer whatever specific stuff they bring up.

against sagat do lots and lots of standing strongs. it will beat out most of sagat's problem pokes. low jump fierce works well too (timed a bit early to take advantage of sagat's height), and is practically a guaranteed way into mix up range.

vega is pretty tough. sleeves keep him either crouching or jumping; not walking back and forth. rc shoulder his jumps, walk/run at him if he crouches. low jump fierce is also good against vega if you can get into range.

against honda all the standard anti-honda stuff applies. vice can punish headbutts with counter roll into whatever, and can also super grab his assorted rc moves in a lot of situations.

-Campbell Tran

as of 12/02/09:

me: did pz john ever give the japanese players their money
bas: hahah of course no

that was fun. remember, i'm a dick because i dont drop everything i'm doing to answer incredibly vague questions like GOT ANY YAMA TACTICS??? and for random person of the day #209 who doesnt even have the courtesy to tell me what his srk sn is also.

i love this thread

-Campbell Tran

as of 12/02/09:

me: did pz john ever give the japanese players their money
bas: hahah of course no

Man I thought you never replied to my question concerning that cuz you were keeping it a secret or something. I guess this gives Guile players one less reason to play on auto-pilot...

Anyway, I also had a question about seemingly laggy hitboxes (like Ken's command roll), but I can't find where I typed it...you wouldn't happen to have my original PM?

Sorry, i turned off my PM option a long time ago. One less thing to keep track of, since everyone knows me by my website and my website has an email address where you can reach me if it's important. I don't keep game secrets (except when it involves videos in production so it doesn't ruin anyone's surprise), but i don't have (or claim to have) all the answers either.

Whatever problems Ken's command roll seems to have are shared by all non-invincible moves with the ability to move through characters. I wouldn't call it laggy hitboxes. It's just a matter of him having active non-invincible limbs on both sides of the opponent. If you look at the 2hitcombo video, there are two instances of this sort of thing happening. The first one is at 01:47 with Joe doing S-Groove dodge to knee Bison's Psycho Crusher toes, which immediately puts Bison into air reel and forces the game to pick a side for Bison since air reel does not have that "pass through the opponent" attribute. Then when Joe cancels into tiger knee, he changes orientation in reaction to Bison's new position. A similar thing happens at 10:11 with the SFA3 universal roll recovery. I hope that answers the question, because honestly i'm totally guessing at what both of your questions were asking.

I enjoy learning everything about a character...it was more of a bitch about certain brain dead characters in CVS2 (cough Cammy cough). What I do wanna know is how you break down your characters. So the second question.

Buk what's your opinion on Hibiki (in general, so refer to what you would believe to be her best groove/s) and why? If that's to hard (read: too much effort) then I'd settle for A-Hibiki's pro's/con's and generally why she isn't seen more.

Also why are you the only person who plays Iori (successfully) competitively? Seriously. There has to be a real reason why he's so slept on.

Is it possible to get the counter hit message with meaty attacks? I was under the impression that you're forced into block regardless whether you're hitting a button or not whenever somebody meaties you and you're holding down-back as you get up.

hey buk, would you mind if i answered some of these questions? since you're busier than i am nowadays, i can answer some of the easier/more obvious questions. i know it's your thread and what not, but i wouldn't mind helping out and sharing some of my knowledge on certain questions.

hey buk, would you mind if i answered some of these questions? since you're busier than i am nowadays, i can answer some of the easier/more obvious questions. i know it's your thread and what not, but i wouldn't mind helping out and sharing some of my knowledge on certain questions.

peace

by all means. any help is appreciated. if i want to expand more on people's answers (or if i think what you answered is dead wrong lol) i'll chime in eventually.

oh yea, if i dont post any replies tonight you're prolly not gonna hear from me till at least monday. fr8 this weekend!

-Campbell Tran

as of 12/02/09:

me: did pz john ever give the japanese players their money
bas: hahah of course no

nobody has any idea what you're asking about, so you can stop spamming this question everywhere now.

bigpimping2004 aka stillengtr, told me about it, that you did it on him.

[13:27] <iKlEiTlH> was this the combo buktooth told you about?
[13:27] [yqbd] yeah
[13:27] <iKlEiTlH> i dunno how to do it
[13:27] <iKlEiTlH> he came up with it
[13:27] <iKlEiTlH> and showed me this one day
[13:27] <iKlEiTlH> but i have NO idea how he did it
[13:27] <iKlEiTlH> yer better off asking him
[13:27] [yqbd] what are the buttons?
[13:28] <iKlEiTlH> ???
...
[13:29] <iKlEiTlH> haha just ask him about the "6 hit combo ending in sweep"
[13:29] <iKlEiTlH> he should know from there

bigpimping2004 aka stillengtr, told me about it, that you did it on him.

[13:27] <iKlEiTlH> was this the combo buktooth told you about?
[13:27] [yqbd] yeah
[13:27] <iKlEiTlH> i dunno how to do it
[13:27] <iKlEiTlH> he came up with it
[13:27] <iKlEiTlH> and showed me this one day
[13:27] <iKlEiTlH> but i have NO idea how he did it
[13:27] <iKlEiTlH> yer better off asking him
[13:27] [yqbd] what are the buttons?
[13:28] <iKlEiTlH> ???
...
[13:29] <iKlEiTlH> haha just ask him about the "6 hit combo ending in sweep"
[13:29] <iKlEiTlH> he should know from there

Dude unless u just like toying with glitches/odd combos is really not worth it in casual or actually play.

Maki is hard enough to play as it is. I would spend more time on counter hit sets up/guardbreaks/poking patterns.

Bucktooth....... do you know of/seen personally..... any characters that give P groove a hardtime( outside of A groove)....... (I only play C groove)

Maby Sim, or RC Todo.?

I was just wondering cuz LTB is randomally gonna game with me my homeboys.
I though It would be fun to try and cheese him a few rounds....

it's already an old thread, remember to search for threads "since the beginning." long story short, RC the scouter jump and off the wall move to runaway, and RC the patriot circles to go through fireballs if you anticipate them big time, but it's still pretty risky.

Bucktooth....... do you know of/seen personally..... any characters that give P groove a hardtime( outside of A groove)....... (I only play C groove)

Maby Sim, or RC Todo.?

I was just wondering cuz LTB is randomally gonna game with me my homeboys.
I though It would be fun to try and cheese him a few rounds....

RC todo is not necessarily too hot against P-groove because the waves are an auto-parry, so tap forward once and you take care of waves. dhalsim? eh, he does have a bunch of AA options, but his normals and specials simply don't do a bunch of damage.

i play VDO's P-groove nearly everytime i go to a tournament around here, and here's the characters that work well against P-groove. the general formula is some stupid RC move to spam for chip damage and to build meter, a good selection of AA moves, and a solid set of normals that can be mixed up and aren't dependent upon patterns.

-RC blanka- RC electricity is always nice. and if they jump you can either a) AA then with the charge down, up + K move as soon as they reach the peak of their jump, b) jump fierce, c) deep RC ball, d) whiff crouching short, then RC electricity and mash til they stop parrying. KKK hop back if you see a parry.

-rolento- work the counter hit standing jab stuff, jumping mp to get in, KKK hop back if you see a parry happen.

-vega- RC rolling claw is a nuisance, air throw, just jiggle and poke and play a turtle vega.

-chun li- since chun li will hit a bunch of level 1 supers, then she'll simply do too much damage for a P-groover to contend with. air throw is nice, and super jump forward fierce, fierce is a nice air to air AA.

these are just off the top of my head, but use the general guidelines to think of more.

No I think Vice in C-groove does pretty decent against P-groove. P groovers usually try to parry a little too often which opens up setups for Vice's super-grabs/regular command throw. Dash into super, jumping lk into super etc. Her sleeve throws are also long distance and difficult to parry, but even if they do parry them, she's relatively safe. Also her qcb+kick special move is pretty annoying to p-groovers as well both on the ground (RC) and in the air.

When you start out learning a new character, you need to know what kind of damage they can do and ways to setup that damage.

Secondly, you need to know what kind of things your character can do in certain situations. Doesn't have to be anything fancy, just has to get the job done while avoiding taking big damage.
This includes:
Anti-airs : Above AA, forward AA, reverse AA.
Ways out of the corner
Ways to get out of a rushdown situation.

After that it gets kind of specific.

Character vs. Character situations...

Another way to say this is matchup(duh!). To learn matchups for a character, you need to break down what your character can do vs. another character.
But it's not some lame stuff like, "Blanka's cr. fierce gotz mad range, so it must be good yo."
No..
A characters attack does a certain damage but what can the opponent do to counter that, and, does it do more damage than the attack that you do?

After that, you break it down to keep away, ranging, turtling.
Some matchups are just in your favor all the way that you don't need to know keepaway.

A decent example of this is A Blanka vs. K Hibiki...

Both characters don't have meter at the start. Blanka has a really damaging cc of about 9000? I think. Hibiki can do about 5500 damage from her qcb>hcf+p super. So you build meter with Elec. and Hibiki can't build meter cause your not attacking her.
When you get about 3/4 of the meter filled, you can start going after her. Get a knockdown and RC Elec. The reason why you do this is all Hibiki can do without meter is command grab and do a jump attack or slash. But if you land one RC elec, you activate and that gives you 9000+ damage compared to Hibiki's counter into jump attack or slash. Just don't start attacking her when she has meter.
When she gets meter you runaway and build some meter until her K meter runs out. If you have to jump over, then do it, i'd rather take a fierce AA than a super.

In that example, I broke it down into damage, then situation.

You can do that for any character.

"It's not your characters' weakness, but weakness in yourself.
Practice it hard and you can beat anybody." -Kuni

first of all, you must have ignored the part where i said i'm answering questions in the order they were posted. second of all, this a team/character/ratio suggestion question, to which the answer is: use who want and make it work.

here's the million dollar question- what's going on with your 3 FAQ's you were working on?

N-Morrigan v1.0
Hibiki v1.0
N-Iori v2.0

any news?

they're all in a "mostly-finished" state, but not quite. seeing as how i have zero time on my hands nowadays, the only cvs2 writing i do is just jotting random stuff down into a .txt file when i find out some new stuff. anyway, even though i think about finishing these guides every now and then, chances are it's prolly not gonna happen. i might just release the guides in their unfinished states sometime.

Ok, my problem with Chun against those two is the ground game. Yama's stand RH, Vega's....whatever seem to out distance Chun and come out pretty darn fast. They also both have very good anti airs to keep Chun out. What suggestions do you have for the ground game?

yama rh is pretty easy to punish on whiff. he also can't duck under rc SBKs, so he has to either be jumping up and down or constantly looking for them. if he's looking for rc SBKs, he's not throwing out ground moves and you can simply walk/run right in.

I enjoy learning everything about a character...it was more of a bitch about certain brain dead characters in CVS2 (cough Cammy cough). What I do wanna know is how you break down your characters. So the second question.

well, once i wade past all the basics (anti-air, combos etc.), i start to figure out my objective(s) with that character. for example, with bison my objectives are:

a) get meter
b) land the cc

once you figure out what your objectives are, it becomes a lot easier for you to find out ways to accomplish that objective. This is when you start to formulate the crazy set ups to accomplish what your objectives are. for example, bison 1 hit scissor kick abuse against cornered opponents and the whole subtle mix up behind it, etc.

after you've figured out the basic style you want for that character, then comes all the situation-specific stuff, like how does your character punish whiffed low fierces, etc.

-Campbell Tran

as of 12/02/09:

me: did pz john ever give the japanese players their money
bas: hahah of course no

I picked up N groove and I want to try out Iori for a while. To begin with I thought I needed to learn the basics. But being a momentum character, scum gale seems just to important to his game plan. So can you help me out?

How do I RC Scum Gale Buk? I keep getting his run special. I roll at about down back. But I still get the runing special.

I'm not Buk, but about RC Scum Gale...
Hold the Roll buttons down.
And good luck going to back, through neutral to forward and then hitting a punch button in like 3 frames.

And you don't really ever need to RC it. Iori can hurt people pretty badly if they try to avoid the grab and you went for a counter-hit jab or low short instead, or if you just blocked to avoid DPs and the like.

I'm not Buk but I can paraphrase him. He said a while ago that he liked RC Scum Gale specifically not for the invincibility but instead for the extra grab range it gave. It became a kara-throw, which can be linked into rekas or super. Sounds pretty dangerous to me . But from the sounds of it you don't need to RC it, it's just an even better tool when you do. As for how to do it, no idea. From what I recall noone could do it consistently, and that was N-Iori's biggest problem (read: deterrant, or, excuse for people not to use him.)

I picked up N groove and I want to try out Iori for a while. To begin with I thought I needed to learn the basics. But being a momentum character, scum gale seems just to important to his game plan. So can you help me out?

How do I RC Scum Gale Buk? I keep getting his run special. I roll at about down back. But I still get the runing special.

try hcb then neutral roll forward punch.
sorry I havent tested.. but it seems to work with b f moves..

i'm answering questions way out of order, but i'll squash this rc scum gale thing now so as not to further sidetrack the discussion:

for the 547546579th time, rc scum gale is for all intents and purposes, impossible. there's nobody on earth who can do it with a consistent success rate of higher than 5%.

the reason? too many conflicting motions in there. hitting hcb+roll will give you either rekkas or running grab, and hitting roll any earlier will make it inhumanly difficult to finish the motion within the 3 frame cancel window.

and yes, this applies to all characters who have scum gale motions (iori, beni, chang, vice).

and lastly: no, i do not rc my scum gales. i simply grab opponents who are scared of all the other options. iori can smell fear

-Campbell Tran

as of 12/02/09:

me: did pz john ever give the japanese players their money
bas: hahah of course no

What are the steps to do Blanka's ground custom combo? I have the impression that it goes something like - *Activate* cr.mk, s.hp x2, hp slide, cr.hp, s.hp, lp ball, cr.hp, s.hp, lp ball... etc, all the way to the corner.

What are the steps to do Blanka's ground custom combo? I have the impression that it goes something like - *Activate* cr.mk, s.hp x2, hp slide, cr.hp, s.hp, lp ball, cr.hp, s.hp, lp ball... etc, all the way to the corner.

i find it pretty difficult to punish his standing roundhouse with iori's crouching roundhouse on reaction, and using RC rekkas from that range doesn't usually work too well for me because the second one will whiff because i'm so far away. and eating a fat jump straight up combo after whiffing a rekka hurts a bunch.

i'm sure it's all gravy once i get in considering yamzaki lacks a good reversal other than a level 2 or RC dust kick. i just have trouble with getting around his standing roundhouse and actually getting in.